Players, as we have said on numerous occasions, we are committed to creating a fair play environment in PUBG and are always looking for ways to decrease the amount of active cheats and their users. As part of our latest efforts in this direction, we are adding a new way to report suspected cheaters in-game. Starting with the current test build (once the testing is complete, this feature will be moved to the live servers as well), you will be able to report players directly from the replay feature of our game. This means that you no longer need to be killed by a suspected cheater for you to be able to use the in-game reporting tool. We encourage you to use the replay report tool as it is an effective and efficient way of making us aware of the players who are undermining your enjoyment of the game. Please refer to the patch notes below for a more detailed explanation of how to use the new in-game report feature.

We have continued to stabilize the game performance since the 1.0 release. We will be tweaking a few things to improve the performance of the game without comprising any gameplay elements. For example, in this test build, we have reduced the visible distance while in the air - this will improve the performance of the server and client in the beginning of the match. We plan to make small changes to the starting islands too in order to achieve similar goals.

We will also be testing the new crate system with two new crates. We know some of you have been looking forward to this. One crate will be free to open and the other one will require a key. Every test server user will be granted 100 000 BP and 6 Early Bird keys (the new unified PUBG crate key that can open Desperado and Gamescom crates), so that they can test the new crates and the items within. Each time you spend BP to get a crate, you will get one of the 4 available crates. There will be a much higher chance of getting one of the two new ones. You can see the exact percentage values below. The BP value, the new items and the keys won’t be transferred to live accounts. They are granted purely for the purpose of testing, to make sure that everything stays stable once the test build is moved to the live servers. As always, all our crate items are purely cosmetic in nature and provide no gameplay advantage.

After PC 1.0 launch, our highest priority has been ensuring a fair and competitive environment by combating cheats and decreasing the amount of their users as well as address any optimization and stability issues to create a more enjoyable environment.

We recently discovered a new pattern of cheats in action. This week, we performed a thorough gameplay data review of 10 million players and completed analysis of tens of millions of data logs. Through this exercise, we were able to identify over 100,000 instances of the new pattern related to use of cheat and now we have confirmed that it was clearly an attempt of compromising our game. These players will be permanently banned in a single wave. This is an example of additional measures we will be taking on top of the basic detection systems in place. We will continue to check the data logs like this even if it means the anti-cheat team has to filter through hundreds of billions of data logs manually. In addition, we are looking into adopting a new solution to detect and ban more cheaters and we have been continuously strengthening our security systems. We have also liaised with investigative authorities in some countries to take legal actions against developers and distributors of cheats. We are determined to take strong measures against them going forward.

We have identified an issue in our deathcam, replay and observing systems which is related to showing other players as if they are using cheats. When you watch the gameplay video of another player in the systems, it looks like there is no recoil even for a player who is not using a cheat. Please note that it is caused by a bug in the systems. We apologize for the inconvenience this has caused in reporting cheaters and the confusion the bug has created for many of you. We are going to fix this bug as soon as possible.

In addition to the high-priority issues, our development team has plans to enhance the combat experience in a match. The first plan is about rebalancing the blue zone. Over the course of the Early Access period, we received a lot of feedback from you that the pacing and distribution of combat encounters in a match could be more even and less chaotic. We performed a series of internal tests to find ways to address this issue. However, we were not able to take any action until now as other fundamental systems had to be developed and fixed first. Please note that we are still experimenting with the mechanics and we would like to hear your feedback. The changes you will see on the test servers are as follows:

Blue zone balance adjustment

Slightly decreased the waiting time of the blue zones in mid-to-late phase of a match

Slightly decreased the shrinking speed of the blue zones in mid-to-late phase (In this phase, blue zones will now move at a slower speed and the travel time of blue zones has slightly increased due to this change)

Slightly increased the damage per second of the last blue zone

These changes will be tested for several days. We will be testing this further after making changes to the above based on your feedback and play data. Please let us know your feedback on the adjusted blue zone mechanic compared with the current one on the live servers.

We are planning to provide an update on other areas we have been working on. We will share the update as soon as possible.